本文整理汇总了C++中unit::invisible方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::invisible方法的具体用法?C++ unit::invisible怎么用?C++ unit::invisible使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类unit
的用法示例。
在下文中一共展示了unit::invisible方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: internal_matches_filter
//.........这里部分代码省略.........
// If a key is in the unit and in the filter, they should match
// filter only => not for us
// unit only => not filtered
config unit_cfg; // No point in serializing the unit once for each [filter_wml]!
for (const vconfig& wmlcfg : vcfg.get_children("filter_wml")) {
config fwml = wmlcfg.get_parsed_config();
/* Check if the filter only cares about variables.
If so, no need to serialize the whole unit. */
config::all_children_itors ci = fwml.all_children_range();
if (fwml.all_children_count() == 1 &&
fwml.attribute_count() == 1 &&
ci.front().key == "variables") {
if (!u.variables().matches(ci.front().cfg))
return false;
} else {
if (unit_cfg.empty())
u.write(unit_cfg);
if (!unit_cfg.matches(fwml))
return false;
}
}
for (const vconfig& vision : vcfg.get_children("filter_vision")) {
std::set<int> viewers;
// Use standard side filter
side_filter ssf(vision, &fc_);
std::vector<int> sides = ssf.get_teams();
viewers.insert(sides.begin(), sides.end());
bool found = false;
for (const int viewer : viewers) {
bool fogged = fc_.get_disp_context().teams()[viewer - 1].fogged(loc);
bool hiding = u.invisible(loc, fc_.get_disp_context());
bool unit_hidden = fogged || hiding;
if (vision["visible"].to_bool(true) != unit_hidden) {
found = true;
break;
}
}
if (!found) {return false;}
}
if (vcfg.has_child("filter_adjacent")) {
const unit_map& units = fc_.get_disp_context().units();
map_location adjacent[6];
get_adjacent_tiles(loc, adjacent);
for (const vconfig& adj_cfg : vcfg.get_children("filter_adjacent")) {
int match_count=0;
unit_filter filt(adj_cfg, &fc_, use_flat_tod_);
config::attribute_value i_adjacent = adj_cfg["adjacent"];
std::vector<map_location::DIRECTION> dirs;
if (i_adjacent.blank()) {
dirs = map_location::default_dirs();
} else {
dirs = map_location::parse_directions(i_adjacent);
}
std::vector<map_location::DIRECTION>::const_iterator j, j_end = dirs.end();
for (j = dirs.begin(); j != j_end; ++j) {
unit_map::const_iterator unit_itor = units.find(adjacent[*j]);
if (unit_itor == units.end() || !filt(*unit_itor, u)) {
continue;
}
示例2: mark_route
marked_route mark_route(const plain_route &rt,
const std::vector<map_location>& waypoints, const unit &u,
const team &viewing_team, const unit_map &units,
const std::vector<team> &teams, const gamemap &map)
{
marked_route res;
if (rt.steps.empty()) return res;
res.steps = rt.steps;
int turns = 0;
int movement = u.movement_left();
const team& unit_team = teams[u.side()-1];
bool zoc = false;
std::vector<map_location>::const_iterator i = rt.steps.begin(),
w = waypoints.begin();
// TODO fix the name confusion with waypoints and route.waypoints
for (; i !=rt.steps.end(); i++) {
bool last_step = (i+1 == rt.steps.end());
// move_cost of the next step is irrelevant for the last step
assert(last_step || map.on_board(*(i+1)));
const int move_cost = last_step ? 0 : u.movement_cost(map[*(i+1)]);
bool capture = false;
bool pass_here = false;
if (w != waypoints.end() && *i == *w) {
w++;
pass_here = true;
}
if (last_step || zoc || move_cost > movement) {
// check if we stop an a village and so maybe capture it
// if it's an enemy unit and a fogged village, we assume a capture
// (if he already owns it, we can't know that)
// if it's not an enemy, we can always know if he owns the village
bool capture = map.is_village(*i) && ( !unit_team.owns_village(*i)
|| (viewing_team.is_enemy(u.side()) && viewing_team.fogged(*i)) );
++turns;
bool invisible = u.invisible(*i,units,teams,false);
res.waypoints[*i] = marked_route::waypoint(turns, pass_here, zoc, capture, invisible);
if (last_step) break; // finished and we used dummy move_cost
movement = u.total_movement();
if(move_cost > movement) {
return res; //we can't reach destination
}
} else if (pass_here) {
bool invisible = u.invisible(*i,units,teams,false);
res.waypoints[*i] = marked_route::waypoint(0, pass_here, zoc, false, invisible);
}
zoc = enemy_zoc(units, teams, *(i + 1), viewing_team,u.side())
&& !u.get_ability_bool("skirmisher", *(i+1));
if (zoc || capture) {
movement = 0;
} else {
movement -= move_cost;
}
}
return res;
}
示例3: redraw_unit
void unit_drawer::redraw_unit (const unit & u) const
{
unit_animation_component & ac = u.anim_comp();
map_location loc = u.get_location();
int side = u.side();
bool hidden = u.get_hidden();
bool is_flying = u.is_flying();
map_location::DIRECTION facing = u.facing();
int hitpoints = u.hitpoints();
int max_hitpoints = u.max_hitpoints();
int movement_left = u.movement_left();
int total_movement = u.total_movement();
bool can_recruit = u.can_recruit();
bool can_advance = u.can_advance();
int experience = u.experience();
int max_experience = u.max_experience();
bool emit_zoc = u.emits_zoc();
SDL_Color hp_color=u.hp_color();
SDL_Color xp_color=u.xp_color();
std::string ellipse=u.image_ellipse();
if ( hidden || is_blindfolded || !u.is_visible_to_team(viewing_team_ref,map, show_everything) )
{
ac.clear_haloes();
if(ac.anim_) {
ac.anim_->update_last_draw_time();
}
return;
}
if (!ac.anim_) {
ac.set_standing();
if (!ac.anim_) return;
}
if (ac.refreshing_) return;
ac.refreshing_ = true;
ac.anim_->update_last_draw_time();
frame_parameters params;
const t_translation::t_terrain terrain = map.get_terrain(loc);
const terrain_type& terrain_info = map.get_terrain_info(terrain);
// do not set to 0 so we can distinguish the flying from the "not on submerge terrain"
// instead use -1.0 (as in "negative depth", it will be ignored by rendering)
params.submerge= is_flying ? -1.0 : terrain_info.unit_submerge();
if (u.invisible(loc) &&
params.highlight_ratio > 0.5) {
params.highlight_ratio = 0.5;
}
if (loc == sel_hex && params.highlight_ratio == 1.0) {
params.highlight_ratio = 1.5;
}
int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * zoom_factor);
if (is_flying && height_adjust < 0) {
height_adjust = 0;
}
params.y -= height_adjust;
params.halo_y -= height_adjust;
int red = 0,green = 0,blue = 0,tints = 0;
double blend_ratio = 0;
// Add future colored states here
if(u.poisoned()) {
green += 255;
blend_ratio += 0.25;
tints += 1;
}
if(u.slowed()) {
red += 191;
green += 191;
blue += 255;
blend_ratio += 0.25;
tints += 1;
}
if(tints > 0) {
params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints));
params.blend_ratio = ((blend_ratio/tints));
}
//hackish : see unit_frame::merge_parameters
// we use image_mod on the primary image
// and halo_mod on secondary images and all haloes
params.image_mod = u.image_mods();
params.halo_mod = u.TC_image_mods();
params.image= u.default_anim_image();
if(u.incapacitated()) params.image_mod +="~GS()";
params.primary_frame = t_true;
//.........这里部分代码省略.........